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Everything posted by lightspeed_aust
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Taviana Island for ArmA 2!
lightspeed_aust replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Brilliant work mate, congratulations -
that's incorrect sorry - it was a failure in GR.re: i would put a couple of markers on map to show where fence can be breached and then set a trigger there to knock the fence over after 10 seconds. i even have an .ogg sound of a fence falling over if you would like it :)
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My experience has shown you need to give the players a choice of weapons. Provide an ammobox or vcl with custom weapons inside. Not too many but some options are good.
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Ghost Recon - Island Thunder campaign
lightspeed_aust replied to lightspeed_aust's topic in ARMA 2 & OA - USER MISSIONS
Apologies again to those who have had issues - I will do a final update soon. Also, I will be commencing work on Island Thunder 2 soon. A new campaign, a new island and a new enemy. -
Ghost Recon: Podagorsk
lightspeed_aust replied to lightspeed_aust's topic in ARMA 2 & OA - USER MISSIONS
Update - Mission 5 is basically ready now - just to place AI and determine the final extraction. Will be a challenging night ops mission. -
Taviana Island for ArmA 2!
lightspeed_aust replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Martin posted in the One just b4 yours that he was working on it, do you want him to repeat himself? Seriously... -
@frostybowman GR is about gameplay - multiple objectives that can be completed in any order. Nothing to do with looks of the game.
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Ghost Recon: Podagorsk
lightspeed_aust replied to lightspeed_aust's topic in ARMA 2 & OA - USER MISSIONS
Ok another update - things moving along nicely. I have built the 4th mission, a variation of the castle mission which involves a night insertion by zodiac. I have also been offered a hand from a mate of mine who will take care of the ace2 conversion. This means that I will have both the vanilla and ace2 mp versions at release. That just leaves a sp version which I will organize too. At this stage I can see another 4 missions left to make which should mean 8 missions for this campaign. And then I will turn my attention to island thunder 2 on Luala - but that's another story. -
Lol cool - good to see some more GR rolling out - is it mp compatible? Lighty
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TUNNELS? (Or at least some underground places)
lightspeed_aust replied to PELHAM's topic in ARMA 3 - GENERAL
@Carlgustaffa In making suggestions for game improvements it is not for us to say whether it can be implemented, it's to tell the Devs that this is something that Arma could really do with and let them figure it out. At that point, they can decide whether its practical or viable. I would love to see caves and tunnels in this game. -
Ghost Recon: Podagorsk
lightspeed_aust replied to lightspeed_aust's topic in ARMA 2 & OA - USER MISSIONS
Cry me a river. I could build 3 or 4 or more different versions to suit every flavour of Arma player but would I plz everyone? Nope. So as I said, I will build the foundation high quality missions and then players can edit them. I am sure you will see a non-ace version. Just quietly, ace is better in many ways ;) -
Ghost Recon: Podagorsk
lightspeed_aust replied to lightspeed_aust's topic in ARMA 2 & OA - USER MISSIONS
It will be yes - initially I will build it for mp dedicated server and then convert. I will not do a non ace version though - it's going backwards to do that. However, users can wind it back and I'll arrange for a version to go up here. -
Ghost Recon: Podagorsk
lightspeed_aust replied to lightspeed_aust's topic in ARMA 2 & OA - USER MISSIONS
Update: 3 missions done so far - variations of missions from the original GR campaign. Most notably, I have a version of the pilot rescue at a farm during the night and a really nice mission that takes place at the Podagorsk swamp. The campaign will also feature missions at one of the large docks, a castle, airfield, and some originals which will take place at a uranium mine and a tank depot. Insertions by chopper, fastrope, zodiac and possibly halo. All with the classic open mission style (complete objectives in any order). Demolitions, stealth, rescues, the full gambit. -
Isla Balkania (aka Project Massacra)
lightspeed_aust replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
nice to see Ice - the Ghosts will be heavily involved in Europe after a fresh breakout of fighting in Podagorsk. -
Russian radar systems WIP
lightspeed_aust replied to Hand of MoscoW's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
hi HoM - just wondering if you have an ETA for this - I would like to use some of these in upcoming campaign. thanx mate. L. -
Jungle Wars: Island of Lingor
lightspeed_aust replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I would make an island thunder 2 on a converted jungle duala -
Ghost Recon - Island Thunder campaign
lightspeed_aust replied to lightspeed_aust's topic in ARMA 2 & OA - USER MISSIONS
hey guys - been away and busy for a while - i notice there are a few bugs that continue to pop up. i will address these at some point in the near future and release updated version - might even relocate some patrols, etc to give it a new lease of life. but in addition, i have taken a good break from editing missions, feel highly motivated and have started a new GR campaign based on the original campaign but moving to a new location. ultimately, i will probably release the new campaign along with updates to the original - and perhaps some of the earlier work i've done - which could turn into about 20 missions in the style of GR. the new campaign will be built in ACE2 and focus on MP, however, should be playable in SP too via the LAN - I will post a new thread shortly for the campaign updates - GR: Podagorsk. -
Jungle Wars: Island of Lingor
lightspeed_aust replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
i think you could combine Duala and Lingor successfully - a gradual transition from desert to jungle will work -
Jungle Wars: Island of Lingor
lightspeed_aust replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
ok i thought about it Ice - now off to the East of Victorin there is a bit of space to build and East of Victorin is also a large hill which is quite barrren (not much grass) almost reminds me of the hills at Duala. now just south of Victorin is an oil port and a little further south-east is a mine. so im kinda thinkin that its a mineral rich area east - south-east and i can see it now - some scattered smaller islands - less lush grass more barren bcoz of the high winds that blow across it from the East. and of course, its a fairly industrial area - coz at the end of the day its all about the fk'n oil (and the diamonds it seems) isnt it. pair the oil and diamond mines with the characters of Molatia and Afrenia and we are talking a seriously great combination. so thats what i see as a valid addition to Lingor - but you are the master. -
Jungle Wars: Island of Lingor
lightspeed_aust replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
hmmmm what would i want for Lingor - give me a little time to think about this. i am working on a new mission for Lingor which will take a coop team at least 2 hours up to 3 hours. a behind enemy lines mission. but with my love of Lingor i could see several more missions to be built here. i am actually starting to use the Molatian and other Duala characters here bcoz they just fit so well. i wonder how a more desolate region to the east would go here. let me think. -
Jungle Wars: Island of Lingor
lightspeed_aust replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
any new areas coming to LIngor? im working on a cool new mission for Lingor to really enjoy the atmosphere that this map brings - would take a good 2 - 3 hours to complete and everytime you play the mission, it will be a different experience. -
Jungle Wars: Island of Lingor
lightspeed_aust replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
when is 1.2 due Ice? -
moving digital compass to center of screen
lightspeed_aust posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
not sure how many ppl use the digital compass or fps counter mods but does anyone have any idea how i would shift it to the center bottom of screen - just above the STHud which is another gr8 addon that I use. thanx Lighty. -
ok i have a new version of this coming shortly - wip but will give the dig compass, color and just want to try to get the position centered below the weapon.
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Create Ammo dump at one of 5 random positions?
lightspeed_aust replied to stephen271276's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
there are better ways to do this - but do a Forum Search first